protected override void OnInitializePhysics() { SetupEmptyDynamicsWorld(); IsDebugDrawEnabled = true; CollisionShape groundShape = new BoxShape(50, 1, 50); //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40); CollisionShapes.Add(groundShape); RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape); body.UserObject = "Ground"; CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents)); CollisionShapes.Add(shape); const float THETA = (float)Math.PI/4.0f; float L_1 = 2 - (float)Math.Tan(THETA); float L_2 = 1 / (float)Math.Cos(THETA); float RATIO = L_2/L_1; RigidBody bodyA; RigidBody bodyB; CollisionShape cylA = new CylinderShape(0.2f, 0.25f, 0.2f); CollisionShape cylB = new CylinderShape(L_1, 0.025f, L_1); CompoundShape cyl0 = new CompoundShape(); cyl0.AddChildShape(Matrix.Identity, cylA); cyl0.AddChildShape(Matrix.Identity, cylB); float mass = 6.28f; Vector3 localInertia; cyl0.CalculateLocalInertia(mass, out localInertia); RigidBodyConstructionInfo ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia); ci.StartWorldTransform = Matrix.Translation(-8, 1, -8); body = new RigidBody(ci); //1,0,cyl0,localInertia); World.AddRigidBody(body); body.LinearFactor = Vector3.Zero; body.AngularFactor = new Vector3(0, 1, 0); bodyA = body; cylA = new CylinderShape(0.2f, 0.26f, 0.2f); cylB = new CylinderShape(L_2, 0.025f, L_2); cyl0 = new CompoundShape(); cyl0.AddChildShape(Matrix.Identity, cylA); cyl0.AddChildShape(Matrix.Identity, cylB); mass = 6.28f; cyl0.CalculateLocalInertia(mass, out localInertia); ci = new RigidBodyConstructionInfo(mass, null, cyl0, localInertia); Quaternion orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA); ci.StartWorldTransform = Matrix.RotationQuaternion(orn) * Matrix.Translation(-10, 2, -8); body = new RigidBody(ci);//1,0,cyl0,localInertia); body.LinearFactor = Vector3.Zero; HingeConstraint hinge = new HingeConstraint(body, Vector3.Zero, new Vector3(0, 1, 0), true); World.AddConstraint(hinge); bodyB = body; body.AngularVelocity = new Vector3(0, 3, 0); World.AddRigidBody(body); Vector3 axisA = new Vector3(0, 1, 0); Vector3 axisB = new Vector3(0, 1, 0); orn = Quaternion.RotationAxis(new Vector3(0, 0, 1), -THETA); Matrix mat = Matrix.RotationQuaternion(orn); axisB = new Vector3(mat.M21, mat.M22, mat.M23); GearConstraint gear = new GearConstraint(bodyA, bodyB, axisA, axisB, RATIO); World.AddConstraint(gear, true); mass = 1.0f; RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape); RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape); //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null); //body1.ActivationState = ActivationState.DisableDeactivation; //body1.SetDamping(0.3f, 0.3f); Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents); Vector3 axisInA = new Vector3(0, 0, 1); Vector3 pivotInB; if (body1 != null) { Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform; pivotInB = Vector3.TransformCoordinate(pivotInA, transform); } else { pivotInB = pivotInA; } Vector3 axisInB; if (body1 != null) { Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform; axisInB = Vector3.TransformCoordinate(axisInA, transform); } else { axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform); } #if P2P { TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA); //TypedConstraint p2p = new Point2PointConstraint(body0, body1, pivotInA, pivotInB); //TypedConstraint hinge = new HingeConstraint(body0, body1, pivotInA, pivotInB, axisInA, axisInB); World.AddConstraint(p2p); p2p.DebugDrawSize = 5; } #else { hinge = new HingeConstraint(body0, pivotInA, axisInA); //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction //float targetVelocity = 0.f; //float maxMotorImpulse = 0.01; const float targetVelocity = 1.0f; const float maxMotorImpulse = 1.0f; hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse); World.AddConstraint(hinge); hinge.DebugDrawSize = 5; } #endif RigidBody pRbA1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape); //RigidBody pRbA1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape); pRbA1.ActivationState = ActivationState.DisableDeactivation; // add dynamic rigid body B1 RigidBody pRbB1 = LocalCreateRigidBody(mass, Matrix.Translation(-20, 0, 30), shape); //RigidBody pRbB1 = LocalCreateRigidBody(0.0f, Matrix.Translation(-20, 0, 30), shape); pRbB1.ActivationState = ActivationState.DisableDeactivation; // create slider constraint between A1 and B1 and add it to world SliderConstraint spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, true); //spSlider1 = new SliderConstraint(pRbA1, pRbB1, Matrix.Identity, Matrix.Identity, false); spSlider1.LowerLinearLimit = -15.0f; spSlider1.UpperLinearLimit = -5.0f; spSlider1.LowerLinearLimit = 5.0f; spSlider1.UpperLinearLimit = 15.0f; spSlider1.LowerLinearLimit = -10.0f; spSlider1.UpperLinearLimit = -10.0f; spSlider1.LowerAngularLimit = -(float)Math.PI / 3.0f; spSlider1.UpperAngularLimit = (float)Math.PI / 3.0f; World.AddConstraint(spSlider1, true); spSlider1.DebugDrawSize = 5.0f; //create a slider, using the generic D6 constraint Vector3 sliderWorldPos = new Vector3(0, 10, 0); Vector3 sliderAxis = Vector3.UnitX; const float angle = 0; //SIMD_RADS_PER_DEG * 10.f; Matrix trans = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos); d6body0 = LocalCreateRigidBody(mass, trans, shape); d6body0.ActivationState = ActivationState.DisableDeactivation; RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null); World.AddRigidBody(fixedBody1); Matrix frameInA = Matrix.Translation(0, 5, 0); Matrix frameInB = Matrix.Translation(0, 5, 0); //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits const bool useLinearReferenceFrameA = true; //use fixed frame A for linear llimits spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA) { LinearLowerLimit = lowerSliderLimit, LinearUpperLimit = hiSliderLimit, //range should be small, otherwise singularities will 'explode' the constraint //AngularLowerLimit = new Vector3(-1.5f,0,0), //AngularUpperLimit = new Vector3(1.5f,0,0), //AngularLowerLimit = new Vector3(0,0,0), //AngularUpperLimit = new Vector3(0,0,0), AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0), AngularUpperLimit = new Vector3(1.5f, 0, 0) }; //spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true; spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0); spSlider6Dof.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0); World.AddConstraint(spSlider6Dof); spSlider6Dof.DebugDrawSize = 5; // create a door using hinge constraint attached to the world CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f); CollisionShapes.Add(pDoorShape); RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape); pDoorBody.ActivationState = ActivationState.DisableDeactivation; Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside Vector3 btAxisA = Vector3.UnitY; // pointing upwards, aka Y-axis spDoorHinge = new HingeConstraint(pDoorBody, btPivotA, btAxisA); //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2); // test problem values //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f); //spDoorHinge.SetLimit(1, -1); //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI); //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f); //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits" spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f); //spDoorHinge.SetLimit(0, 0); World.AddConstraint(spDoorHinge); spDoorHinge.DebugDrawSize = 5; RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape); // create a generic 6DOF constraint //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape); RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape); //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null); pBodyA.ActivationState = ActivationState.DisableDeactivation; RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape); //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; frameInA = Matrix.Translation(-5, 0, 0); frameInB = Matrix.Translation(5, 0, 0); Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true); //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false); pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1); pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1); //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0); //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0); //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0); //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0); //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true; //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0); //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0); //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0); //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0); //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI); //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI); pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f); pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f); //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f); //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f); //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f); //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f); //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f); //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f); //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0); //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0); //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0); //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0); //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0); //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0); // create a ConeTwist constraint pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape); //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape); //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape); frameInA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2); frameInA *= Matrix.Translation(0, -5, 0); frameInB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2); frameInB *= Matrix.Translation(0, 5, 0); coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB); //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f); //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f); World.AddConstraint(coneTwist, true); coneTwist.DebugDrawSize = 5; // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver) RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape); pBody.ActivationState = ActivationState.DisableDeactivation; Vector3 pivotA = new Vector3(10.0f, 0.0f, 0.0f); btAxisA = new Vector3(0.0f, 0.0f, 1.0f); HingeConstraint pHinge = new HingeConstraint(pBody, pivotA, btAxisA); //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver World.AddConstraint(pHinge); pHinge.DebugDrawSize = 5; // create a universal joint using generic 6DOF constraint // create two rigid bodies // static bodyA (parent) on top: pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; // dynamic bodyB (child) below it : pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; // add some (arbitrary) data to build constraint frames Vector3 parentAxis = new Vector3(1, 0, 0); Vector3 childAxis = new Vector3(0, 0, 1); Vector3 anchor = new Vector3(20, 2, 0); UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis); pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4); pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4); // add constraint to world World.AddConstraint(pUniv, true); // draw constraint frames and limits for debugging pUniv.DebugDrawSize = 5; World.AddConstraint(pGen6DOF, true); pGen6DOF.DebugDrawSize = 5; // create a generic 6DOF constraint with springs pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; frameInA = Matrix.Translation(10, 0, 0); frameInB = Matrix.Identity; Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true) { LinearUpperLimit = new Vector3(5, 0, 0), LinearLowerLimit = new Vector3(-5, 0, 0), AngularLowerLimit = new Vector3(0, 0, -1.5f), AngularUpperLimit = new Vector3(0, 0, 1.5f), DebugDrawSize = 5 }; World.AddConstraint(pGen6DOFSpring, true); pGen6DOFSpring.EnableSpring(0, true); pGen6DOFSpring.SetStiffness(0, 39.478f); pGen6DOFSpring.SetDamping(0, 0.5f); pGen6DOFSpring.EnableSpring(5, true); pGen6DOFSpring.SetStiffness(5, 39.478f); pGen6DOFSpring.SetDamping(0, 0.3f); pGen6DOFSpring.SetEquilibriumPoint(); // create a Hinge2 joint // create two rigid bodies // static bodyA (parent) on top: pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; // dynamic bodyB (child) below it : pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; // add some data to build constraint frames parentAxis = new Vector3(0, 1, 0); childAxis = new Vector3(1, 0, 0); anchor = new Vector3(-20, 0, 0); Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis); pHinge2.SetLowerLimit(-(float)Math.PI / 4); pHinge2.SetUpperLimit((float)Math.PI / 4); // add constraint to world World.AddConstraint(pHinge2, true); // draw constraint frames and limits for debugging pHinge2.DebugDrawSize = 5; // create a Hinge joint between two dynamic bodies // create two rigid bodies // static bodyA (parent) on top: pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; // dynamic bodyB: pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; // add some data to build constraint frames axisA = new Vector3(0, 1, 0); axisB = new Vector3(0, 1, 0); Vector3 pivotA2 = new Vector3(-5, 0, 0); Vector3 pivotB = new Vector3(5, 0, 0); spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA2, pivotB, axisA, axisB); spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4); // add constraint to world World.AddConstraint(spHingeDynAB, true); // draw constraint frames and limits for debugging spHingeDynAB.DebugDrawSize = 5; }
private void AddVertexGraph(VertexGraph graph) { Individual = graph.Vertices.Select(vertex => { var mass = 10000; var motionState = new DefaultMotionState(); var collisionShape = new BoxShape(1); var info = new RigidBodyConstructionInfo(mass, motionState, collisionShape); var rigidBody = new VertexBoundRigidBody(vertex, info); return rigidBody; }).ToList(); foreach (var body in Individual) { // Select the 3 nearest vertices, excluding this one var nearest = Individual.OrderBy(a => a.Binding.DistanceTo(body.Binding)) .Where(a => a != body) .Take(3); foreach (var other in nearest) { // TODO: What are these matrices supposed to be? var frameInA = body.MotionState.WorldTransform; var frameInB = other.MotionState.WorldTransform; // TODO: How do you specify the spring's springiness? var constraint = new Generic6DofSpringConstraint(body, other, frameInA, frameInB, true); // TODO: Now how do I apply this to the bodies? body.AddConstraintRef(constraint); other.AddConstraintRef(constraint); } } }
public Generic6DofSpringConstraint CreateGeneric6DofSpringConstraint(RigidBody rbA, RigidBody rbB, ref Matrix frameInA, ref Matrix frameInB, bool useLinearReferenceFrameA) { Generic6DofSpringConstraint constraint = new Generic6DofSpringConstraint(rbA, rbB, frameInA, frameInB, useLinearReferenceFrameA); _allocatedConstraints.Add(constraint); return constraint; }
public Physics() { SetupEmptyDynamicsWorld(); CollisionShape groundShape = new BoxShape(50, 1, 50); //CollisionShape groundShape = new StaticPlaneShape(Vector3.UnitY, 40); CollisionShapes.Add(groundShape); RigidBody body = LocalCreateRigidBody(0, Matrix.Translation(0, -16, 0), groundShape); body.UserObject = "Ground"; CollisionShape shape = new BoxShape(new Vector3(CubeHalfExtents)); CollisionShapes.Add(shape); float mass = 1.0f; RigidBody body0 = LocalCreateRigidBody(mass, Matrix.Translation(0, 20, 0), shape); RigidBody body1 = null;//LocalCreateRigidBody(mass, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), shape); //RigidBody body1 = LocalCreateRigidBody(0, Matrix.Translation(2*CUBE_HALF_EXTENTS,20,0), null); //body1.ActivationState = ActivationState.DisableDeactivation; //body1.SetDamping(0.3f, 0.3f); Vector3 pivotInA = new Vector3(CubeHalfExtents, -CubeHalfExtents, -CubeHalfExtents); Vector3 axisInA = new Vector3(0, 0, 1); Vector3 pivotInB; if (body1 != null) { Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body0.CenterOfMassTransform; pivotInB = Vector3.TransformCoordinate(pivotInA, transform); } else { pivotInB = pivotInA; } Vector3 axisInB; if (body1 != null) { Matrix transform = Matrix.Invert(body1.CenterOfMassTransform) * body1.CenterOfMassTransform; axisInB = Vector3.TransformCoordinate(axisInA, transform); } else { axisInB = Vector3.TransformCoordinate(axisInA, body0.CenterOfMassTransform); } if (P2P) { TypedConstraint p2p = new Point2PointConstraint(body0, pivotInA); //TypedConstraint p2p = new Point2PointConstraint(body0,body1,pivotInA,pivotInB); //TypedConstraint hinge = new HingeConstraint(body0,body1,pivotInA,pivotInB,axisInA,axisInB); World.AddConstraint(p2p); p2p.DebugDrawSize = 5; } else { HingeConstraint hinge = new HingeConstraint(body0, pivotInA, axisInA); //use zero targetVelocity and a small maxMotorImpulse to simulate joint friction //float targetVelocity = 0.f; //float maxMotorImpulse = 0.01; float targetVelocity = 1.0f; float maxMotorImpulse = 1.0f; hinge.EnableAngularMotor(true, targetVelocity, maxMotorImpulse); World.AddConstraint(hinge); hinge.DebugDrawSize = 5; } //create a slider, using the generic D6 constraint Vector3 sliderWorldPos = new Vector3(0, 10, 0); Vector3 sliderAxis = Vector3.UnitX; float angle = 0;//SIMD_RADS_PER_DEG * 10.f; Matrix trans = Matrix.RotationAxis(sliderAxis, angle) * Matrix.Translation(sliderWorldPos); d6body0 = LocalCreateRigidBody(mass, trans, shape); d6body0.ActivationState = ActivationState.DisableDeactivation; RigidBody fixedBody1 = LocalCreateRigidBody(0, trans, null); World.AddRigidBody(fixedBody1); Matrix frameInA = Matrix.Translation(0, 5, 0); Matrix frameInB = Matrix.Translation(0, 5, 0); //bool useLinearReferenceFrameA = false;//use fixed frame B for linear llimits bool useLinearReferenceFrameA = true;//use fixed frame A for linear llimits spSlider6Dof = new Generic6DofConstraint(fixedBody1, d6body0, frameInA, frameInB, useLinearReferenceFrameA); spSlider6Dof.LinearLowerLimit = lowerSliderLimit; spSlider6Dof.LinearUpperLimit = hiSliderLimit; //range should be small, otherwise singularities will 'explode' the constraint //spSlider6Dof.AngularLowerLimit = new Vector3(-1.5f,0,0); //spSlider6Dof.AngularUpperLimit = new Vector3(1.5f,0,0); //spSlider6Dof.AngularLowerLimit = new Vector3(0,0,0); //spSlider6Dof.AngularUpperLimit = new Vector3(0,0,0); spSlider6Dof.AngularLowerLimit = new Vector3((float)-Math.PI, 0, 0); spSlider6Dof.AngularUpperLimit = new Vector3(1.5f, 0, 0); spSlider6Dof.TranslationalLimitMotor.EnableMotor[0] = true; spSlider6Dof.TranslationalLimitMotor.TargetVelocity = new Vector3(-5.0f, 0, 0); spSlider6Dof.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0); World.AddConstraint(spSlider6Dof); spSlider6Dof.DebugDrawSize = 5; // create a door using hinge constraint attached to the world CollisionShape pDoorShape = new BoxShape(2.0f, 5.0f, 0.2f); CollisionShapes.Add(pDoorShape); RigidBody pDoorBody = LocalCreateRigidBody(1.0f, Matrix.Translation(-5.0f, -2.0f, 0.0f), pDoorShape); pDoorBody.ActivationState = ActivationState.DisableDeactivation; Vector3 btPivotA = new Vector3(10.0f + 2.1f, -2.0f, 0.0f); // right next to the door slightly outside Vector3 btAxisA = Vector3.UnitY; // pointing upwards, aka Y-axis spDoorHinge = new HingeConstraint(pDoorBody, btPivotA, btAxisA); //spDoorHinge.SetLimit(0.0f, (float)Math.PI / 2); // test problem values //spDoorHinge.SetLimit(-(float)Math.PI, (float)Math.PI * 0.8f); //spDoorHinge.SetLimit(1, -1); //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI); //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.3f, 0.0f); //spDoorHinge.SetLimit(-(float)Math.PI * 0.8f, (float)Math.PI, 0.9f, 0.01f, 0.0f); // "sticky limits" spDoorHinge.SetLimit(-(float)Math.PI * 0.25f, (float)Math.PI * 0.25f); //spDoorHinge.SetLimit(0, 0); World.AddConstraint(spDoorHinge); spDoorHinge.DebugDrawSize = 5; RigidBody pDropBody = LocalCreateRigidBody(10.0f, Matrix.Translation(-5.0f, 2.0f, 0.0f), shape); // create a generic 6DOF constraint //RigidBody pBodyA = LocalCreateRigidBody(mass, Matrix.Translation(10.0f, 6.0f, 0), shape); RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), shape); //RigidBody pBodyA = LocalCreateRigidBody(0, Matrix.Translation(10, 6, 0), null); pBodyA.ActivationState = ActivationState.DisableDeactivation; RigidBody pBodyB = LocalCreateRigidBody(mass, Matrix.Translation(0, 6, 0), shape); //RigidBody pBodyB = LocalCreateRigidBody(0, Matrix.Translation(0, 6, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; frameInA = Matrix.Translation(-5, 0, 0); frameInB = Matrix.Translation(5, 0, 0); Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, true); //Generic6DofConstraint pGen6DOF = new Generic6DofConstraint(pBodyA, pBodyB, frameInA, frameInB, false); pGen6DOF.LinearLowerLimit = new Vector3(-10, -2, -1); pGen6DOF.LinearUpperLimit = new Vector3(10, 2, 1); //pGen6DOF.LinearLowerLimit = new Vector3(-10, 0, 0); //pGen6DOF.LinearUpperLimit = new Vector3(10, 0, 0); //pGen6DOF.LinearLowerLimit = new Vector3(0, 0, 0); //pGen6DOF.LinearUpperLimit = new Vector3(0, 0, 0); //pGen6DOF.TranslationalLimitMotor.EnableMotor[0] = true; //pGen6DOF.TranslationalLimitMotor.TargetVelocity = new Vector3(5, 0, 0); //pGen6DOF.TranslationalLimitMotor.MaxMotorForce = new Vector3(0.1f, 0, 0); //pGen6DOF.AngularLowerLimit = new Vector3(0, (float)Math.PI * 0.9f, 0); //pGen6DOF.AngularUpperLimit = new Vector3(0, -(float)Math.PI * 0.9f, 0); //pGen6DOF.AngularLowerLimit = new Vector3(0, 0, -(float)Math.PI); //pGen6DOF.AngularUpperLimit = new Vector3(0, 0, (float)Math.PI); pGen6DOF.AngularLowerLimit = new Vector3(-(float)Math.PI / 4, -0.75f, -(float)Math.PI * 0.4f); pGen6DOF.AngularUpperLimit = new Vector3((float)Math.PI / 4, 0.75f, (float)Math.PI * 0.4f); //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.75f, (float)Math.PI * 0.8f); //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.75f, -(float)Math.PI * 0.8f); //pGen6DOF.AngularLowerLimit = new Vector3(0, -(float)Math.PI * 0.8f, (float)Math.PI * 1.98f); //pGen6DOF.AngularUpperLimit = new Vector3(0, (float)Math.PI * 0.8f, -(float)Math.PI * 1.98f); //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, -0.5f, -0.5f); //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0.5f, 0.5f); //pGen6DOF.AngularLowerLimit = new Vector3(-0.75f, 0, 0); //pGen6DOF.AngularUpperLimit = new Vector3(0.75f, 0, 0); //pGen6DOF.AngularLowerLimit = new Vector3(0, -0.7f, 0); //pGen6DOF.AngularUpperLimit = new Vector3(0, 0.7f, 0); //pGen6DOF.AngularLowerLimit = new Vector3(-1, 0, 0); //pGen6DOF.AngularUpperLimit = new Vector3(1, 0, 0); // create a ConeTwist constraint pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 5, 0), shape); //pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-10, 5, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; pBodyB = LocalCreateRigidBody(0, Matrix.Translation(-10, -5, 0), shape); //pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, -5, 0), shape); frameInA = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2); frameInA *= Matrix.Translation(0, -5, 0); frameInB = Matrix.RotationYawPitchRoll(0, 0, (float)Math.PI / 2); frameInB *= Matrix.Translation(0, 5, 0); coneTwist = new ConeTwistConstraint(pBodyA, pBodyB, frameInA, frameInB); //coneTwist.SetLimit((float)Math.PI / 4, (float)Math.PI / 4, (float)Math.PI * 0.8f); //coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 1.0f); // soft limit == hard limit coneTwist.SetLimit((((float)Math.PI / 4) * 0.6f), (float)Math.PI / 4, (float)Math.PI * 0.8f, 0.5f); World.AddConstraint(coneTwist, true); coneTwist.DebugDrawSize = 5; // Hinge connected to the world, with motor (to hinge motor with new and old constraint solver) RigidBody pBody = LocalCreateRigidBody(1.0f, Matrix.Identity, shape); pBody.ActivationState = ActivationState.DisableDeactivation; Vector3 PivotA = new Vector3(10.0f, 0.0f, 0.0f); btAxisA = new Vector3(0.0f, 0.0f, 1.0f); HingeConstraint pHinge = new HingeConstraint(pBody, btPivotA, btAxisA); //pHinge.EnableAngularMotor(true, -1.0f, 0.165f); // use for the old solver pHinge.EnableAngularMotor(true, -1.0f, 1.65f); // use for the new SIMD solver World.AddConstraint(pHinge); pHinge.DebugDrawSize = 5; // create a universal joint using generic 6DOF constraint // create two rigid bodies // static bodyA (parent) on top: pBodyA = LocalCreateRigidBody(0, Matrix.Translation(20, 4, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; // dynamic bodyB (child) below it : pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(20, 0, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; // add some (arbitrary) data to build constraint frames Vector3 parentAxis = new Vector3(1, 0, 0); Vector3 childAxis = new Vector3(0, 0, 1); Vector3 anchor = new Vector3(20, 2, 0); UniversalConstraint pUniv = new UniversalConstraint(pBodyA, pBodyB, anchor, parentAxis, childAxis); pUniv.SetLowerLimit(-(float)Math.PI / 4, -(float)Math.PI / 4); pUniv.SetUpperLimit((float)Math.PI / 4, (float)Math.PI / 4); // add constraint to world World.AddConstraint(pUniv, true); // draw constraint frames and limits for debugging pUniv.DebugDrawSize = 5; World.AddConstraint(pGen6DOF, true); pGen6DOF.DebugDrawSize = 5; // create a generic 6DOF constraint with springs pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 16, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-10, 16, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; frameInA = Matrix.Translation(10, 0, 0); frameInB = Matrix.Identity; Generic6DofSpringConstraint pGen6DOFSpring = new Generic6DofSpringConstraint(pBodyA, pBodyB, frameInA, frameInB, true); pGen6DOFSpring.LinearUpperLimit = new Vector3(5, 0, 0); pGen6DOFSpring.LinearLowerLimit = new Vector3(-5, 0, 0); pGen6DOFSpring.AngularLowerLimit = new Vector3(0, 0, -1.5f); pGen6DOFSpring.AngularUpperLimit = new Vector3(0, 0, 1.5f); World.AddConstraint(pGen6DOFSpring, true); pGen6DOFSpring.DebugDrawSize = 5; pGen6DOFSpring.EnableSpring(0, true); pGen6DOFSpring.SetStiffness(0, 39.478f); pGen6DOFSpring.SetDamping(0, 0.5f); pGen6DOFSpring.EnableSpring(5, true); pGen6DOFSpring.SetStiffness(5, 39.478f); pGen6DOFSpring.SetDamping(0, 0.3f); pGen6DOFSpring.SetEquilibriumPoint(); // create a Hinge2 joint // create two rigid bodies // static bodyA (parent) on top: pBodyA = LocalCreateRigidBody(0, Matrix.Translation(-20, 4, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; // dynamic bodyB (child) below it : pBodyB = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, 0, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; // add some data to build constraint frames parentAxis = new Vector3(0, 1, 0); childAxis = new Vector3(1, 0, 0); anchor = new Vector3(-20, 0, 0); Hinge2Constraint pHinge2 = new Hinge2Constraint(pBodyA, pBodyB, anchor, parentAxis, childAxis); pHinge2.SetLowerLimit(-(float)Math.PI / 4); pHinge2.SetUpperLimit((float)Math.PI / 4); // add constraint to world World.AddConstraint(pHinge2, true); // draw constraint frames and limits for debugging pHinge2.DebugDrawSize = 5; // create a Hinge joint between two dynamic bodies // create two rigid bodies // static bodyA (parent) on top: pBodyA = LocalCreateRigidBody(1.0f, Matrix.Translation(-20, -2, 0), shape); pBodyA.ActivationState = ActivationState.DisableDeactivation; // dynamic bodyB: pBodyB = LocalCreateRigidBody(10.0f, Matrix.Translation(-30, -2, 0), shape); pBodyB.ActivationState = ActivationState.DisableDeactivation; // add some data to build constraint frames Vector3 axisA = new Vector3(0, 1, 0); Vector3 axisB = new Vector3(0, 1, 0); Vector3 pivotA = new Vector3(-5, 0, 0); Vector3 pivotB = new Vector3(5, 0, 0); spHingeDynAB = new HingeConstraint(pBodyA, pBodyB, pivotA, pivotB, axisA, axisB); spHingeDynAB.SetLimit(-(float)Math.PI / 4, (float)Math.PI / 4); // add constraint to world World.AddConstraint(spHingeDynAB, true); // draw constraint frames and limits for debugging spHingeDynAB.DebugDrawSize = 5; }